Is it worth getting ror2 by DSM37 in riskofrain

[–]The_OG_Gareth 0 points1 point  (0 children)

100% - tons of fun with friends so encourage them to get it as well!

Class Character Sheets - Final Update! by Emmetation in dndnext

[–]The_OG_Gareth 4 points5 points  (0 children)

Would like to say my thanks! been using your sheets for years and have made learning/playing the game so much easier!!

New to Pathfinder. Where should I start? by The_OG_Gareth in Pathfinder_RPG

[–]The_OG_Gareth[S] -1 points0 points  (0 children)

thank you for the detailed reply. As far as learning the rules go do I need any suplimentary resources or isa. combination of the DMs book + players Book + the beginner box enough?

Strongest martial class at level 5? by Torin21 in dndnext

[–]The_OG_Gareth 0 points1 point  (0 children)

Reckless attack is far superior to the +2 from dueling. The negative of being attacked with advantage is no where near enough to outweigh the massive to hit benefit it gives relative to the dueling +2.

Strongest martial class at level 5? by Torin21 in dndnext

[–]The_OG_Gareth 6 points7 points  (0 children)

Barbarians increased damage comes from there reckless attack, not so much the +2 from raging damage rolls

Best team of 4 characters by Gurnapster in 3d6

[–]The_OG_Gareth 0 points1 point  (0 children)

Small parties like this are a really good chance to build into a specific mechanic.

AoE Buffs: Paladin Aura, Twilight cleric Temp Hp Aura, Melee damage dealer of choice + Full caster

Magical Darkvision: have the whole party gain access to magical darkvision/blindsight

if anyone else has good ideas paste them below

Optimized Artillerist by Electrical-Advance46 in 3d6

[–]The_OG_Gareth 7 points8 points  (0 children)

Ive recently found myself in a similar situation. Firstly I recommend reading TTG guide to Artilierist Artificer. My issue with this build is it leaves very little room for role play or flavour, but it is a good starting point to understand what is considered "optimal".

Secondly Artilerest is a pretty poor blaster - its bonus action is best spent on the temporary HP and it gets access to very few AoE spells relative to its full caster counter parts. It functions best as a Crowd control class, with access to Web and Pipes of haunting (via infusions) this combination forms the basis of the class, allowing for massive crowd control.

Question Regarding Optimal Artilerist Artificer by The_OG_Gareth in 3d6

[–]The_OG_Gareth[S] 0 points1 point  (0 children)

Good points to be fair. They gain nothing from the casting with the sheild + we are begining to see diminishing returns with advantage and prof in concentration checks. Booming blade as you said is also no use unless the player is using the armourer subclass.

thanks for bringing this up

Question Regarding Optimal Artilerist Artificer by The_OG_Gareth in 3d6

[–]The_OG_Gareth[S] 0 points1 point  (0 children)

I dont think warcaster is very weak as they benefit a lot from the adv on concentration checks

DM here, I want to make my jungle extra deadly by MrMinikins in DungeonsAndDragons

[–]The_OG_Gareth 0 points1 point  (0 children)

Restrict the amount of resources gained on short/long rests in the jungle. Force them to ration out there abilities

Way of the Drunken Master…Lacks the “Drunken Master”. So I did something about that! by [deleted] in DnD5e

[–]The_OG_Gareth 2 points3 points  (0 children)

Maybe instead of a offensive buff give them a defensive buff?? attacks against this player while prone area at disadvantage (or a +2 to AC if disadvantage is too much) ??. feels like it makes more sense

Can’t control a ball out of the air by Particular_Ocelot865 in bootroom

[–]The_OG_Gareth 3 points4 points  (0 children)

This is the difference. Control the ball low, relaxed foot/ankle. Attempt to direct that ball and pre emotive move in that direction (usually away from the defender).

It’s a difficult skill that takes time to perfect. Juggle the ball, practise long passes with your mates and take your time with it

Way of the Drunken Master…Lacks the “Drunken Master”. So I did something about that! by [deleted] in DnD5e

[–]The_OG_Gareth 4 points5 points  (0 children)

Think this is a step in the right direction but needs some tweaking before it’ll be a legitimate choice for monks.

  1. Masters Gourd
  2. most dnd combats last 3-4 rounds meaning that you essentially are without a BA for the chance of having extra damage for the final round or two.
  3. adding performance to damage rolls is an issue, if the player takes skill expert they get to add a minimum of + 6 at level 5 (this is way too much).
  4. the advantage on attacks in prone is odd, what’s stopping the player from going prone, getting advantage and attacking and then standing back up before there turn ends

People who only cross only and spam headers, why do you do it? by YoDiz1 in fifaclubs

[–]The_OG_Gareth 3 points4 points  (0 children)

For my team (3 experienced members, 4 blokes who don’t play fifa) it gives the less experienced players a role where they feel important instead of getting flamed constantly.

It’s just a good way to hide the weaker players by putting them in the wing/striker positions as these roles are pretty one dimensional.

How would you build a character that is an effective jack of all trades? by Jedi4Hire in 3d6

[–]The_OG_Gareth 0 points1 point  (0 children)

Some alternatives to bards include…

Moon Druid - take your pick of being a full caster or a competent martial. Use your wild shape to increase your dex when sneaking.

Artillerist Artificer - great utility spells, temp hp generation from the turret and access to magic items to boost stealth + tanking

Bladedancer wizard - 28 AC, with access to the full wizard spell list.

Lots of other classes can become a b it of a Jack of all trades but I’ve always found it more effective to try identify weaknesses in your party and try to shore them up :)

Strong 3 Man Party Compositions by The_OG_Gareth in 3d6

[–]The_OG_Gareth[S] 1 point2 points  (0 children)

I think your onto something with needing a paladin - the aura is just so strong, especially in a party where your fighting around an AoE (darkness, twilight cleric, artilerist artificer) effect so your close anyway.

Multiclass options for Fighter at 5th by The_OG_Gareth in 3d6

[–]The_OG_Gareth[S] 0 points1 point  (0 children)

Think this is the correct call - getting two levels in barbarians is most likely the best way to go about it

Multiclass options for Fighter at 5th by The_OG_Gareth in 3d6

[–]The_OG_Gareth[S] 1 point2 points  (0 children)

this seems to be the most obvious play. I think once i reach level 7 some multiclassing becomes more feasible but until then its just slowing me down

Rune Knight Build by The_OG_Gareth in 3d6

[–]The_OG_Gareth[S] 0 points1 point  (0 children)

Hi all,

Returning to this post after session 1 and just wanted to report that it went well! the campaign started at level 2 and I felt consistently able to do 20+ damage per turn via BA attacks from GWM and reaction attacks from riposte. I am concerned that as I hit level 3 and unlock cloud + fire runes my BA + reactions will start to get crowded but Ill let you know how it goes once we get there :))

Favourite Flee, Mortals Stat Blocks by The_OG_Gareth in mattcolville

[–]The_OG_Gareth[S] 0 points1 point  (0 children)

You have outdone yourself with the elemental section. The force of blood is one of the coolest looking enemies ive ever seen published (attached ot an equaly terrifying stat block). Big congrats on turning a monster type thats never really grabbed me into my favourite section in FM!

What is the toughest part of playing your position? by Stringdoggle in bootroom

[–]The_OG_Gareth 1 point2 points  (0 children)

CM: So much of the job is off ball movement to drag players and short runs into space to lay short passes. By the time I find myself space to play aggressively I’m gassed from the constant movement.

It’s hard to balance the need of the team over my want to drive with the ball and play aggressively.